About this mod

Thousands of players have laughed, cried, thrilled and despaired as they undertook a perilous journey thousands of years into Tamriel's past, becoming the lone salvation for millions of lives. Do you have what it takes to avert the slavery of all humankind in this award-winning quest?

Author's instructions

Most of the meshes were created by other authors and used with permission. To use them in your mod, check the mod listing above and contact the authors as necessary. Many of them were free-to-use modder's resources. If you are having trouble tracking down the origin of a particular mesh, get in touch with me and I'll help to identify it.

TEXTURES

With one exception, you are free to re-use any of the textures in your own* mod. A simple credit in your description and/or ReadMe would be nice.

The textures for the Crusader's Relics are an identifying feature for this mod. For twelve months from the release date of this mod, please contact me if you wish to use them. In particular, I will not grant permission for re-use in mods that hand the Crusader's Relics to the player without effort on their part (such as placing them all in a chest). Twelve months after release, you are free to use them in your own* mods.

SCRIPTS

You are free to re-use any of the scripts in your own* mods. A simple credit in your description and/or ReadMe would be nice.

UPLOADING / REHOSTING

Please do not upload this mod to any other website without my explicit permission. Doing so will be construed as theft.

TRANSLATION REQUESTS

Please contact me if you wish to make a translated version of this mod. I welcome translation requests but would like to help out with a subtitled trailer and some images so that your translated mod entry looks eye-catching and professional.

* When I say “your own” mod, it means that most of it was made by you. Simply adding a few tweaks to this mod and re-uploading it under your own name does not constitute “your own”.

Translations available on the Nexus

Version 1.3.7

New item, new race and bugfix update.
* Final boss is now lootable. If you haven't looted him previously, you will receive a letter in the Lord's Quarters mailbox to collect the items.
* Corrected a calculation that resulted the final boss's beam spell causing negligible damage.
* Added additional EvaluatePackage calls at Ondo to force Gareth's behaviour.
* Fixed an issue where it was possible to bypass a quest update by fast-travelling underwater.
* Added redundant code to ensure that the apparition no longer appears when the associated quest is completed.
* Indrusu Salas race changed to Chimer as Dunmer did not exist in 1E 433. Bonus: new playable Chimer Race.

Version 1.3.6

Recommended bugfix update.

Raised pathgrids at the top of the keep at the Castle of the Nine exterior to reduce the "teleport to floor" bug.

L'Rissa now sells food and drinks.

Fixed an bug where Soul Gem Chargers sometimes won't allow retrieval of charged soul gems until late in the day.

Compatibility patch: Soul Gem Chargers would not function if Enhanced Ecomony was installed.

Added SetStage workaround for those who wait indefinitely for Vulcanus to complete his repairs.

Ends quest for The Shrine of Pelinal if player skipped this before proceeding with the quest line.

Placed Prophet in Player faction to prevent rare instances of him fighting with the player's horse.

Fixed typos in Ayleid Orders and Extras book.

Version 1.3.5

Message from Raminus Polus no longer a quest item.

Correctly parented an errant table between Fanacasecul and Fort Virtue.

Added script to relocate the boat at the Imperial City Waterfront if Better Cities is installed.

Removed numerous unintended pathgrid changes.

Fixed an issue where Auriel's Bow could duplicate endlessly if the bow is not in the player's inventory upon level-up, or on slower computers.

Adjusted AI Packages so that merchants don't equip armour and weapons that are sold to them.

Added "Vyper" to the Knights of the Nine faction to keep him out of fights once and for all.

Added Knights that wander the Guest House and Main Hall of the Castle of the Nine.

Assigned mesh to female version of generic Knights heavy cuirass.

Enlarged the collision mesh for the ladder exit from the Imperial Sewer to the Market District. This is to override any conflicts that place an identical ladder at the same location (e.g. Better Cities).

Fixed CTD during the Covenant Quest that occurs on some computers.

Recommended bugfix update.

Arrow of Time quest now ends properly.

Version 1.3.3

Deletes a test item that was placed in the mod for beta testing, but not removed afterwards.

Recommended update for 1.3.1 or lower. Optional for 1.3.2.

Version 1.3.2

Replaced missing lip sync file for one of Sir Carodus's lines.

Replaced missing texture for charcoal rubbing.

Stability and performance improvements to Spirit's script.

Knights' no longer automatically repair their gear. Instead, a conversation option is available for them to repair their gear.

Recommended performance and stability update.

Version 1.3.1

Arrows stuck in Spirit are moved to its saddlebags instead (was left out of last patch).

Spirit can no longer be activated if it is unconscious or if the player is sitting (was left out of last patch).

Fixed a condition in Freed Slaves dialogue.

Spaced out Knights' auto-repair so that they don't all repair their gear at once which was causing crashes on some computers.

Recommended update if you are experiencing crashes.

Version 1.3.0

The Priory of the Nine now repopulated by Knights.

Respawning equipment available from the Smithy, including Knights of the Nine armour and arrows.

Horse Armour now available from Sergius Turrianus (the blacksmith). Horse Armor DLC is required for this feature.

New Quest Added: The Arrow of Time

Items that cannot be picked up by the player can still be picked up by NPCs.

Minor changes to many spells to improve their reliability.

Several invisible NPC-only doors hidden so that they don't appear in the minimap.

"User Manual" confirming the correct installation of the mod will only appear once the Priory of the Nine has been fully cleaned up int the Knights of the Nine questline.

Knights of the Nine now properly repair their gear.

Demonic Weapons are now susceptible to Disintegrate Weapon effects and will "die" if "disarmed" from the spirit controlling them.

Many floating items in Cyrod removed.

Fixed abling and disabling of "Your horse is stabled outside the city gate." message.

Re-added a missing quest stage for KOTNR10.

Fixed inappropriate Goodbye messages used by Cyrod citizens.

Assigned the correct model for the burnt female Crusader's Greaves.

Extensive changes to the Shrine of the Eight quest to prevent duplication of scripted or unplayable items, and to more accurately remove and restore all items in the player's inventory.

Simplified the script for Trueflame in the Shrine of the Eight quest to prevent repeated sheathing and unsheathing of the weapon.

Disallowed yield acceptance during the test from the Eight Divines.

Umaril now susceptible to the Crusader's Bane power from the Mace or Sword of the Crusader.

The Mace and Sword of the Crusader will directly kill the target if the damage caused by its Power Attack effect is greater than the target's health.

Mace of the Crusader now uses ModAV instead of SetAV for paralysis effects.

Fixed bug where the Boots of the Crusader will sometimes incorrectly remove the Augmented Shield ability when unequipped.

Fixed Feather enchantment for the Greaves of the Crusader.

Typos in Naomi's journal corrected.

Ayleid reliquary in Sercen now owned by the player.

Replaced scripted player deaths with an EssentialDeathReload message.

Burnt Sotha Sil's shield weight changed to heavy.

Typos for Dame Avita and Valerius's dialogue corrected.

Fixed all statues in the Castle of the Nine.

Lord's quarters in the Castle of the Nine are now owned by the player (this change is not strictly necessary, but may help for mods flagging it as a player's home).

Items for Sale Chest and Sigil Stone Regenerator in the Castle of the Nine now ignores unplayable tokens, used by many mods.

Added missing icon for Kyne's Spirit quest.

Spirit can no longer be activated if it is unconscious or if the player is sitting.

Arrows stuck in Spirit are moved to its saddlebags instead.

Version 1.2.2

Rolled back armour repair code introduced in 1.2.1 as it was causing crashes. An alternative solution to the armour repair bug is being worked on.

Version 1.2.1

Linked doors in Sinkhole Cave.

Removed cobwebs from Greenmead Cave as they were causing graphical glitches.

Removed anachronistic books from Pothole Caverns.

Removed anachronistic Surilie Wine bottles from Horn Cave.

Fixed mis-aligned door to Mingo Cave.

Added conditions to GOODBYE dialogue to prevent NPCs from other mods using them.

Flagged various dead bodies as quest items so that they would not disappear if the cell resets.

Version 1.1.2

Fixes bug where a quest update will keep appearing non-stop, preventing the quest from continuing.

Recommended update. Overrides all previous patches.

Version 1.1.1

Improved framerates in Lord's Quarters.

Improved framerates in Fanacasecul.

Floating bed in guest house fixed.

A floating rock rectified.

Corrected Valerius's faction.

Locked back door at Sardavar Leed to prevent premature entry.

Vulcanus's quest update made less accurate but more reliable.

Added quest update upon leaving Sardavar Leed.

Optional Update. Overrides all previous patches.

Version 1.1.0

Fixed an issue where the new armour stand in the Priory of the Nine would appear prematurely.

Fixed a bug in the extras console where selecting the Throne Option would result in changing the armour weight instead.

Add a script to "Purge Cell Buffers" after entering the final area to free up as much RAM as possible for the final fight.

Corrected collision properties of the "Open book" and "Paperwork" in the Lord's Quarters.

Realigned a wall in Vanua.

Fixed Dreekius's gender confusion when saying goodbye.

A dozen floating trees and rocks defloated.

Recommended update. Overrides all previous patches.

Fixed an issue that would cause unused NPCs to reappear at the Tiber Septim Hotel (Oblivion's dumping ground for lost NPCs).

Fixed an incorrect voice file for Sir Thedret's briefing.

Recommended update. Overrides all previous patches.

Version 1.0.3

Recommended update. Overrides all previous patches.

Fixes a bug where the steward does not appear in the castle. Type "setstage KOTNR19 60" if you are affected by this bug.

Version 1.0.2

Recommended update if you have not played KOTN. Optional otherwise. Overrides previous patch.

Fixes a dialogue bug that was affecting the KOTN main quest.

Version 1.0.1

Optional update.

Adds a missing mesh that appeared during the final fight.

Version 1.0.0

Initial Release

From the creator of Anduril Reforged comes a sequel to Knights of the Nine. Umaril has been vanquished and the people of Cyrodiil hail you as the Divine Crusader. But little do they know that Pelinal's relics hold the key to protecting the freedom of all humankind... or enslaving it.

An epic quest where only YOU can prevent the enslavement of all free humans.

You can start any time after finishing the Knights of the Nine main quest. To begin, sleep in the master bed in the Priory of the Nine.

RAM Usage - Parts of Knights of the Nine: Revelation are very RAM intensive. It is recommended that you close all other programs and consider using a program like GameBooster to temporarily remove unneeded background processes.

Teleportation and TCL - Many quest updates are triggered by passing through certain areas. Therefore avoid using using teleportation mods to get out of dungeons. Likewise, avoid using tcl in the console to walk through walls.

Worldspace Borders - If you have disabled the borders for worldspaces, it is possible to walk outside the playable area into a seemingly unfinished area.

Tough Bosses - The bosses in this mod are difficult to beat, and will require discovering their weaknesses and formulating a strategy to beat them even at 50% difficulty. Don't be afraid to turn down the difficulty if they are too tough for you.

Quest Markers - Quest markers are only given if your character would realistically know the location of the target.

Double Face Bug - Vanilla Oblivion has a creepy bug where NPCs will have two faces after fast-travelling. To fix this, a copy of troybayliss's Fast Travel Double Face Fix is integrated into this mod. If you wish to disable it, open the console and type Stopquest DoubleFaceFix.

Resurrected Knights - As the eight Original Knights of the Nine are needed for this quest, they will be resurrected if they are dead, and are given an “essential” status.

Loud Speeches - As a workaround for Oblivion's sound volume limitations, certain speeches will remain at full volume regardless of the NPC's distance.

Weapon Turn Undead Shader - The yellow weapon shader for the “Turn Undead” effect will be temporarily disabled while the Mace of the Crusader is equipped.

Knights of the Nine: Revelation was fully cleaned and designed for maximum compatibility. It should conflict with very few mods. It is likely to conflict with mods that make significant changes to Knights of the Nine itself or Tamriel exterior cells (-1,3), (0, 3), (-1,2) or (0, 2) where Sir Gareth's castle is located.

KNOWN CONFLICTS AND WORKAROUNDS

HGEC Based Body Replacers - If you use a HGEC based body replacer, you will find that skin textures are out of alignment for the Ayleid Armour. This is aesthetic only and does not affect gameplay. Nephenee13 has made a conversion that fixes this.

See You Sleep by mmmpld - May cause you to be unable to activate anything after a dream in the first scene. Workaround: type StartQuest P1DsleepFix in the console and then sleep in a different bed in the Priory. This will teleport you back to the master bed, after which the glitch should be resolved. A new version of See You Sleep created by LogicDragon has not been tested yet.

Reneers Guard Overhaul - Reneers Guard Overhaul's regional bounty system may cause a bounty not to be erased after completing a certain quest. It is recommended that you switch off the regional bounty system until the completion of the Knights of the Nine questline.

Greenview Manor - Occupies the same spot as Sir Gareth's Castle. Loading it beforeKnights - Revelation.esp will result in the manor floating in the castle courtyard but both mods will otherwise be playable. Loading it afterKnights - Revelation.esp will bury the entrance to the castle underground, making it impossible to proceed.

Patches are regularly released which not only fix bugs and mod conflicts found by the community, but sometimes add new features as well. It is recommended that you keep the mod up-to-date. Installing a patch will not affect your savegame nor will it require a clean save. You can view the changelog to see what was added in recent patches.

PATCH INSTALLATION - NEXUS MOD MANAGER

Open the Mods tab.

(Recommended) Uninstall any previous patches by double-clicking on it.

If the latest patch is not already in the Mods tab, click Add Mod from File and point Nexus Mod Manager to the file location.

If a message saying that a different version of Knights of the Nine: Revelation has been detected, click No to install the patch normally. Do not click Yes as this will replace the entire mod with just the patch!

If prompted to overwrite existing files, click Yes to all.

In the Plugins tab, ensure that Knights - Revelation.esp is loaded after Knights.esp and Knights - Unofficial Patch.esp.

PATCH INSTALLATION - WRYE BASH

Place the downloaded archive in your Bash Installers folder.

Launch Wrye Bash.

Open the Installers tab.

(Recommended) Right-click on any previously installed patches and click Uninstall.

Right-click on the downloaded patch and click Install.

In the Mods tab, ensure that Knights - Revelation.esp is loaded after Knights.esp and Knights - Unofficial Patch.esp.

PATCH INSTALLATION - MANUAL

Use a utility like 7-Zip or WinRar to extract the files to a temporary location.

After you have started Knights of the Nine: Revelation, certain items are necessarily changed as part of the mod. If you uninstall the mod halfway through, these changes may not be reverted.

If you wish to revert to vanilla Knights of the Nine, download and install the Knights - Revelation Uninstaller.esp and activate it. On your next game load, it should automatically revert the changes that the mod made. After this, you may delete Knights - Revelation Uninstaller.esp.

Does this mod overwrite the Knights of the Nine DLC? Does it change anything?

This mod is an add-on to Knights of the Nine and does not overwrite anything in your data directory. The original quest line is untouched with one minor exception:

The eight original Knights of the Nine followers are used for a lot of dialogue in KOTN:R so it is necessary for them to be alive. The mod will resurrect them if they are dead, or keep them essential if they are alive.

Do I need to finish Knights of the Nine before installing this mod?

No. If installed beforehand, it will sit there quietly until you finish the Knights of the Nine main quest. Its only effect is that it will prevent your Knights from dying.

Can I play this mod without Knights of the Nine?

No. The game will crash if you try. If you don't already have Knights of the Nine, the best legal ways to obtain it are the Oblivion Game of the Year Edition from Steam (discounts frequently occur) or the boxed set from places like eBay and Amazon. Hopefully Bethesda will remedy the availability of the DLCs soon.

Can I play this mod without OBSE?

No. Many of the quests will not work. A fail-safe at the beginning of the quest-line and every subsequent game load detects your OBSE version and warns you if you don't meet the requirements. You can obtain the latest version of OBSE from http://obse.silverlock.org.

Can evil characters play this mod?

Yes! While the mod is themed around playing a "good" knight, there are numerous benefits for evil characters:

You'll be able to use the Crusader's Relics regardless of your infamy.

Your character will still want to complete this quest - for self preservation and also to send a clear message to the bad guy not to mess with your character...

The biggest quest rewards are alignment-neutral and can be used by anyone.

Can mages, rogues or other non-warrior classes play this mod?

While warriors fit in best thematically, mages and rogues aren't completely left out. You can complete the questline using magic or stealth as you prefer. Some of the quest rewards are incredibly beneficial to mages. The Crusader's Relics's powers can be switched between "stealthy" and "damaging" modes at any time.

Is this mod lore friendly?

This mod takes established Elder Scrolls lore, especially the Song of Pelinal and the Adabal-a, and recreates it as faithfully as possible. All events portrayed in the mod are consistent with what is written in the books.

I have a pirated copy of Oblivion and...

If your copy of Oblivion is pirated, please don't ask for help if the mod isn't working. Cracked versions are notorious for having hidden bugs, practically guaranteeing that mods as complex as this one won't work.

If you wait for a Steam sale, the Oblivion Game of the Year Edition can be obtained for under USD $10. Not only is this incredible value for the hundreds of hours of gameplay that you'll get out of it, you'll know that by buying the game you've done the right thing and you'll be able to post in various forums without risking a ban for piracy.

What should I do at Vanua?

Maybe you have reached a dead end. Head back out and see if further clues present themselves.

Where am I supposed to get a shovel from?

Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City.

I keep dying after Malenir starts his spell-casting. How do I get past this stage?

You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time.

How do I defeat the final boss?

If you are paralysed every time you try to fight the final boss then you are missing a quest item that Naomi wanted to give you. Check your journal carefully!

How do I get the horse?

A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out.

How do I customise my armour or change its properties?

After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well.

What is the Armour of Sotha Sil used for?

When the expansion pack is released, there will be a quest to restore it to full strength.

Where can I find Trueflame and all the pieces of the Armour of Sotha Sil?

Boots - In the water slightly northwest of the statueCuirass - In the water slightly southeast of the statueGauntlets - On the beach, slightly north of FanaceseculGreaves - In the grass against the wall of the northern cylindrical column that houses the spiral stairs to the entrance.Helm - On the stairs to the entrance of Fanacasecul.Shield - On the Southeast cylinder, the jetty that juts out to sea.Trueflame - On the steps leading up from the beach.

Where do I use the Sunhallowed Elven Arrow?

Use the clues at Trumbe to pinpoint the location.

An Island southeast of the Imperial City

There's some sort of dragon where you need to go

You need to be standing on some sort of platform and shoot at the midday sun.

Once you've figured out the location, you'll find that there is nothing there. However, just because there's nothing there now, it doesn't mean that there wasn't something there in the past... If you are still stuck after reading the above, this video will show you what to do to finish the quest.

Will a certain NPC return for future adventures?

No comment.

QUEST

An epic quest spanning 4000 years where YOU are the only one who can stop the slavery of all humankind.